mirror of https://github.com/auygun/kaliber.git
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Also fix typo and remove redundant code Add bash script for ndk-stack
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="18"
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android:versionName="1.0.2">
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android:versionCode="19"
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android:versionName="1.0.3">
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<application
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android:allowBackup="false"
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@ -0,0 +1,6 @@
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#!/bin/bash
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BUILD="$1"
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if [[ -z "$1" ]]; then
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BUILD="debug"
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fi
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adb logcat | ndk-stack -sym ./app/build/intermediates/merged_native_libs/"$BUILD"/out/lib/arm64-v8a
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@ -22,7 +22,7 @@ using namespace eng;
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namespace {
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constexpr char kVersionStr[] = "Version 1.0.2";
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constexpr char kVersionStr[] = "Version 1.0.3";
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constexpr char kMenuOption[Menu::kOption_Max][10] = {"continue", "start",
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"credits", "exit"};
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@ -22,8 +22,6 @@
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#include "engine/shader_source.h"
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#include "third_party/texture_compressor/texture_compressor.h"
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#define USE_VULKAN_RENDERER 1
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using namespace base;
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namespace eng {
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@ -519,13 +517,13 @@ void Engine::AddInputEvent(std::unique_ptr<InputEvent> event) {
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case InputEvent::kDragEnd:
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if (((GetScreenSize() / 2) * 0.9f - event->GetVector()).Length() <=
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0.25f) {
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SetSatsVisible(!stats_->IsVisible());
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SetStatsVisible(!stats_->IsVisible());
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// TODO: Enqueue DragCancel so we can consume this event.
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}
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break;
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case InputEvent::kKeyPress:
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if (event->GetKeyPress() == 's') {
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SetSatsVisible(!stats_->IsVisible());
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SetStatsVisible(!stats_->IsVisible());
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// Consume event.
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return;
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}
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@ -619,7 +617,7 @@ void Engine::ContextLost() {
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game_->ContextLost();
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}
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void Engine::SetSatsVisible(bool visible) {
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void Engine::SetStatsVisible(bool visible) {
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stats_->SetVisible(visible);
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if (visible)
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stats_->Create("stats_tex");
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@ -235,7 +235,7 @@ class Engine : public PlatformObserver {
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void ContextLost();
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void SetSatsVisible(bool visible);
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void SetStatsVisible(bool visible);
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std::unique_ptr<Image> PrintStats();
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Engine(const Engine&) = delete;
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@ -907,7 +907,7 @@ bool RendererVulkan::InitializeInternal() {
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}
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// In this simple engine we use only one descriptor set layout that is for
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// textures. We use push contants for everything else.
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// textures. We use push constants for everything else.
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VkDescriptorSetLayoutBinding ds_layout_binding;
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ds_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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ds_layout_binding.descriptorCount = 1;
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